Dept. of Turnplay too

Log for Turn 128

Simpleton Archer>Archer
Dunderhead Archer>Archer
Cretinograph Pike>Pike
Knucklehead MDI>MDI
Spite Walls>Trebuchet

Start the turn with 263g, +254gpt, Invention in 2.

F-checks: We seem to be slipping further behind MIA in land; they have 21 to our 18%. We seem to be keeping up a bit better in population, 30 to 32%. Score is 861 to 874. I'll have to see what I can do about acquiring Ivory and improving on that a bit. Tera-el-Feared tells me we're strong to everybody. I have no idea where the barb camp is that's triggering a warning at Senilityville, but that warning's been on-screen now for about a dozen turns.

Worker Stuff: Own chops jungle/spice tile at Senilityville. Rik moves to help J Walker whack jungle/dyes at EWR (They'll be done in 11). G-man backs up to mine a grass at Gilfach. SimpleMonkey moves alongside to help (grass mined in 3, Gilfach grows in 4). Lenny roads a grass at Cretinograph. Bede organizes a forest chop at Village d'Idiota. Smart Guy moves to help Own with the jungle at Senilityville, they'll finish in 12. Daghda moves into position to start a forest chop at DuMass. AnsarTheKing moves to a grass tile near Crackhead. Grandma Harriet mines a plains tile at Simpleton. Crakie moves... wait... other section.

Unit Stuff: Move a settler to the tile W-W-NW of EWR, to settle next turn and claim some fish. Settler W of Dunderhead goes S of SKWTD (going to claim that western coast.) DANGIT... I thought I had another settler... I meant to take that one towards the unclaimed spice. Put 2 Trebuchets in Frozen Lake. Trebuchets near Knucklehead and Simpleton head west. Archer in Simpleton goes to Jesterton. Pike in Cretinograph heads towards the front. (We've got some road issues here...) GS Eastern Sentry goes to Fortress of Stupidity. Un-named MDI goes towards Nincompoopicity. Another MDI moves to the tile S of Crackhead. A pair of MDI in Knucklehead go towards Frozen Lake. Archer in Villag d'Idiota heads towards MIA frontier. Archer in Dunderhead goes to SKWTD. Igor and Hairy move to screen the Simpson Probe. MDI Josie Wales stays put.

City Management: Tile-swap Cretinograph, Village d'Idiota, and Cyprus Creek to net another shield in Cretinograph without costing us any gold.

Let's see... we've got 54 shields in the bin at Village d'Idiota, producing 8spt net. The town will grow in 5, Bede's forest chop in 4. If I spend 24g on a granary short rush... that gets us the market a turn sooner with a 2 shield overrun on the market. Versus being 4 shields short after the chop if I let it go.... 24 gold spent.

Rushes/Short Rushes this turn:
16g to a Treb in Nincompoopicity.
32g to an archer short rush of a Trebuchet in Dionysus.
36g to an archer short rush of a Harbor in Malice.
28g to an archer short rush of a Trebuchet in Cyprus Creek.
28g to an archer short rush of a Courthouse in Paradise Hotel.
44g to a barracks short rush of the Library in Idiote. It grows next turn, producing 9spt net. Fingers crossed we get it to 10spt.

Stop rushing here. It's time to conserve a little gold for upgrading. Fiddle with Gilfach and Dresden... because Dresden is working a Tobacco that's also a BG. This one costs us 1gpt, but gets Gilfach growing a little faster. Someone remind me to queue up a market here next turn.

At (and towards) the front: Crakie moves under the Pike SE of Spite. TNT POW starts roading that tile this turn. (I know this is wasting worker turns... but I really need that road...) Loat a settler on Hunky Dory. Load a Trebuchet and MDI onto Bede's Boat. Hunky Dory heads that way, but the settler can't unload (loaded from shore). Fool's Errand and Chumbucket head back to Frozen Lake. Danny Buoy and and unnamed Galley position for ship-chain next turn. Wake A.R.S.E. Igor's hope, move him 2, and fortify.

I'm going to put a settler, 3 MDI and 3 more Trebuchets on The Other Continent next turn.

?Fortify a Veteran Pike on the workers. Hmm...

The TNT Pikes can see a little further since they're fortified... and I'd like to see a little further. Take Flyin' Elvis, move him S of Spite, and fortify him. Put the Veteran Pike on Flyin' Elvis. TNT will see the pair... but I'll get to see more than I saw this turn, too. Wake another Pike and put him down there. Depending on what I see next turn, I may put the pikes on the rockpile next turn.

Builds due next turn:
Simpleton>Archer
Dunderhead>Archer
SKWTD>Pike
Polecat>Pike
Nothefullshilling>Harbor
Gilfach>MDI
Nincompoopicity>Trebuchet
Dionysus (if JB completes his forest chop this turn) Trebuchet

End the turn with 55g, +257gpt. Invention in 2.

At the end of the turn, a forest chop went into Dresden... where I have a worker queue'd up. And I forgot the screenies. :wallbash:
 
grahamiam said:
fortifying only increases the sight distance of a boat, not a ground unit ;)
So tack on another :wallbash: or :smoke:
 
I have no idea where the barb camp is that's triggering a warning at Senilityville, but that warning's been on-screen now for about a dozen turns.
It's likely in MIA territory. In Whomp's convo with Robi D, he mentioned a lot of barbs and that the warrior is elite because of it. it's probably on their swamp (or ours).
 
I was just perusing through the save and noticed that we are exactly half-way through our GA. It seems so long ago when it was started.

I wonder..... what happens if we are undefeated against MIA's hopilites? Would that happen or is that a near impossibility? oh the excitement
 
Tubby Rower said:
I was just perusing through the save and noticed that we are exactly half-way through our GA. It seems so long ago when it was started. I wonder..... what happens if we are undefeated against MIA's hopilites? Would that happen or is that a near impossibility? oh the excitement
They probably can't be avoided since as you know even a cav can lose to a fortified hop. It could also be why they've built the Colossus. I think the only scientific builds left are the Glib (400 shields) which would be a waste but could they be considering Newton's (400s) with ToG or ToE (600s)?
ToE is something I think we must have.
 
Smith's is actually very nice, as it makes the markets/banks/harbors free, which allows us to spam courts and police stations, lowering our corruption so much that 4T IA research can be easily achievable.
 
so a double pre-build? who is good at timing such things?
 
we're probably not ready for a ToE prebuild yet. For Smith's, we still have to get Guns, Chems, Metal, and MT 1st, then go over to Economics via Banking. If donuts gets us up to Banking, then we're not too far off. However, I forget the costs for the tech's so I can't tell right now how long it'll take us.
 
Wow, long time since I've had competition building ToE... it's just so easy while the AI is either behind already or researching crappy government techs. Our human (sort of) opponents will make it more interesting.
 
I agre we are too far away from ToE, but i dont about ToG or Smiths, this i considering we wont put our most productives cities in prebuilgings.
 
Log for turn 129

City Builds:
Simpleton Archer>Archer
Dunderhead Archer>Archer
SKWTD Pikeman>Pikeman
Polecat Pikeman>Pikeman
Nothefullshilling Harbor>Galley
Gilfach MDI>Market
Dresden Worker>Trebuchet
Nincompoopicity Trebuchet>Worker

Begin the turn with 312g, +247gpt, Invention next turn.

We've got 5 archers that will need to be upgraded at a cost of 3gpt/shield... or 60g/archer...or about 300g.... plus the 2 I've got queue'd up... call it 420g.

F-checks: Still a turn left on Spices deal with 'nuts. F3, strong to all. Unit upkeep is 132gpt, but some of that is into settlers. MIA has 22% land to our 18, Pop is 31 to our 30. Score is 889 to our 873.

Worker Moves:KC roads a freshly cleared jungle tile at EWR. Scruffy moves to chop jungle at Fortress of Stupidity. Bootsy moves to chop forest at DuMass. Ginger moves to road a marsh that will provide an additional route into Senilityville from the north. Daghda starts a forest chop at DuMass. Lovely Holly mines a plains tile at Nincompoopicity. AnsarTheKing roads a grass tile between Polecat and Crackhead. DeeDee moves to a plains tile Between Idiote and Crackhead. (Hopefully I'll remember to mine that sucker next turn.) Bootilicious moves to mine a regular grass at Dunderhead. Smart moves to irrigate grass at Frozen Lake. Unnamed worker at Dresden moves to mine an Oasis at Cyprus Creek. Crakie roads at Spite.

Unit Moves: I don't remember if I have that settler a tile off the green line or not...and I need a new city name... so I log onto CFC to check our threads. KB suggested a name that seems appropro... Wilde Side is founded this turn on the western coast; queue up a worker. Settler at SKWTD to Gilfach.

wilde.jpg

Pike at SKWTD to Knucklehead. Pike at Village d'Idiota to SKWTD. Pike at Polecat towards Nincompoopicity. Archer at Cretiograph heads towards Fortress of Stupidity. Archer at SKWTD to Knucklehead. Trebuchet at Jesterton to Devil's Soul. Archer at Jesterton Towards Knucklehead. Archer at Simpleton to Jesterton. Archer at Dunderhead to SKWTD. Trebuchet at Knucklehead to Frozen Lake. MDI at Gilfach to Knucklehead.

Wake Peapants and put him in Senilityville. @Diplomats: Invite 'nuts to climb that mountain at Senilityville. Note that MIA is going for a tight build on our front.

NEW-3.jpg

City Management: Idiote is doing a bit better than I'd hoped, 11 spt net, Library in 3. I'm glad I queue'd up a court in Paradise Hotel; with a touch of mm, it's now producing 4spt net at pop 3, court due in 15. MM Notthefullshilling to work a coast... 10spt net, adds a shilling to the kitty. Fire the scientist in Senilityville.

I do not have a single scientist on the payroll, and Invention still comes in next turn. I think this is due to a combination of population growth and infrastructure builds coming in.

Rushes/Short Rushes this turn: Gotta be gentle with the gold this turn. My highest priority build right now is in Malice. Rushing the harbor will cost 156g; a MDI 76; a 30 shield build 36... doing the math. I'll have the settler on the ground this turn... Crakie and the TNT POW finish the road at the end of this turn. If all goes well, the settler is on the rockpile next turn, settles the turn after. The cheaper path is Pike (36) MDI (36) and then I can finish the harbor the turn we settle the ivory. Rush a pike in Malice for 36g.

On the TNT front:

Flyin' Elvis does a quick recon.

NEW-1.jpg

Load 2 Trebuchets onto Chumbucket at Frozen Lake. Load 2 MDI onto Fool's Errand. Fool's Errand and Chumbucket move out, transload to Danny Buoy and an unnamed Galley. Bede's Boat takes another load of troops into Malice. Hunky Dory drops off a settler. Move all the troops into Spite. Plant 3 Fortified Gallics and a regular Pike on the workers... as TNT has a horse over there.

NEW-2.jpg

Builds due next turn:
Simpleton>Archer
Dunderhead>Archer
Ignoramus>Settler
Crackhead>Marketplace.
Devil's Soul>Galley
DuMass>Trebuchet

Finish the turn at 248g, Invention next turn.

Here are the screenies:
 
sent . . .
Kuningas,

We invite you to climb the mountain at Senilityville. After that you should be able to see a path out of the jungle and Mr. Simpson is welcome to hitchike across our nation. We'll let you know if it appears as though he will block our daily highways and request that he moves off of the highways when requested to do so. Other than that, he is extremely welcome to roam at will, presuming that you agree to swapping Territory Maps once map trading is discovered.

Thanks,

Tubby
 
and his response
crap. I disbanded the warrior (turn sent), I though we have seen enough of the MIA lands. Let's swap territory maps later when tech becomes available.
 
And in the 1st year of "Tubby's child" (1 AD) a mighty battle force was brought to bear at the fortress known as Spite. In all the Meleetian years there had never been a battle of such magnitude and consequence. The RNG Gods and spaghetti monster were present overseeing the day as well as many TNT units. They counted 5 veteran pikes, 3 regular pikes and 1 horseman named Tim Bentley in the forests of Spite. The Royal Idiots struck with a mighty fury. Rocks were hurled and swords were flailing. This is a pictoral of the final Meleetian events of the day.....


pike5uu.jpg
 
Log for Turn 130 - 1 A.D.

Lots to do this turn. Invention comes in, queue up Gunpowder.

Begin the turn with 507g, +238gpt. Gunpowder in 17.

Dial up 'nuts and send invention and spices.

Looks like TNT got a little froggy...and jumped.

new45mb.jpg


City builds:
Ignoramus Settler>Library?
Crackhead Market>Library
Devil's Soul Galley>Worker
DuMass Trebuchet>Library

F-checks: Strong to all. MIA now has a full 20 points on us in score, 4 points on us in world area, and 3 points on us in population. We're still dead last in approval.

TNT has advanced troops on Spite. Eight Pikemen and a horse. That's the dangdest excuse for a Stack o' Doom I think I've ever seen. What are they gonna do with that?

Worker Stuff: JB roads near Dionysus. Unnamed worker at Senilityville helps with a jungle chop on the spices. FizzleWizzle the slaveboy helps an unnamed worker with a mine at Cyprus Creek. Bootsy does a forest chop at DuMass. DeeDee roads a plain at Crackhead. Ginger roads a marsh near Senilityville. TNT POW to grass S of Spite.

City Management: Hire a Scientist at Fortress of Stupidity. Change all tax collectors to Scientists. Gunpowder in 13 at 223gpt. MM Simpleton for a shilling. MM Ignoramus for food and gold. Tile-swap Notthefullshilling and Ignoramus to get some more shields for Ignoramus' Library. MM Gilfach for shields. It grows next turn, and is currently netting 10spt. Idiote starts whaling, and gets mm'd for food. Tile swap between Cretinograph and Cyprus Creek to speed growth in Cretinograph. Rush the harbor in Malice for 116g.

Rushes/Short Rushes:
24g to a longbow short rush of Paradise Hotel's court.
28g to a Trebuchet at Fortress of Stupidity.
80g to a Galley at Notthefullshilling.
8g to the walls at Senilityville.

Unit Stuff: Settler out of Ignoramus heads south. Settler near Gilfach heads to Dresden. Archer at Fortress of Stupidity heads towards EWR. Upgrade Archer at SKWTD for 60g. Upgrade 2 archers at Knucklehead. Upgrade an archer at Jesterton. A pike and MDI at Knucklehead move out to Frozen Lake. Pike at SKWTD to Knucklehead. Treb at DuMass placed between Crackhead and Nincompoopicity. Treb at Nincompoopicity joins it. Regular Pike to Spite, Veteran Pike out of Spite to cover worker. Two full-strength Elite Gallics are sent to cover the workers after doing battle w/ TNT (below). Gallic Swordsman Eastern Sentry is sent back to the Eastern Zone. Peapants back to the mountain at Senilityville. Fortify a Pike in Nincompoopicity.... so MIA's hoplite can see it. Fortify Flyin' Elvis and 2 Veteran Pikes on the site of Auda City. GS Butterball heads for Wilde Side.

Unnamed Galley at Devil's soul heads out to sea.

Bede's Boat and Danny Buoy are positioned for ship-chaining. Fool's Errand and Chumbucket head back to Frozen Lake.

On the front:

Settler to rockpile. Auda City claims Ivory next turn.

new58yo.jpg


*****Redlegs, man battle stations! They're at the walls! (This is the battle log part...)
Spoiler :

1st Trebuchet shot misses.
2nd Trebuchet shot takes a hit point off TNT Veteran Pikeman #1, now 3/4.
3rd Trebuchet shot misses.
4th Trebuchet knocks hit point off unnamed TNT Pikeman, now 3/4.
5th Trebuchet knocks hit point off TNT Pikeman #11, now 3/4.
6th Trebuchet misses.
7th Trebuchet knocks a hit point off TNT Veteran Pikeman #2, now 3/4.
Veteran Gallic Swordsman attacks TNT Pikeman Lagmar. Veteran Gallic Swordsman dies, Lagmar now 1/4.
Veteran Gallic Swordsman attacks TNT Regular Pikeman. Veteran Gallic Swordsman dies, TNT Pike now 2/3.
Veteran Gallic Swordsman attacks TNT Regular Pikeman. Veteran Gallic Swordsman retreats, TNT Pike now 2/3.
Veteran Gallic Swordsman Bugsy's Blade attacks TNT Regular Pikeman. TNT Pike dies, Bugsy's Blade now 3/4.
Veteran Gallic Swordsman Mad Max attacks 3/4 Pike. TNT Veteran Pikeman #1 dies. Mad Max now 3/4.
Veteran Gallic Swordsman Boy Scout attacks TNT 3/4 Pike. Boy Scout FLAWLESSLY kills an unnamed TNT Veteran Pikeman.
Veteran Gallic Swordsman attacks TNT 3/4 Pike. TNT Pikeman #11 dies, Gallic Sword now 1/4.
Unnamed Medieval Infantry attacks TNT 3/4 Pike. TNT Pike dies, MDI loses 2 hp, promotes, now 3/5.
8th Trebuchet misses.
Elite Gallic Swordsman Invincible FLAWLESSLY kills 2/3 Pike... but fails his promotion boards.
Elite Gallic Swordsman Dirty Harry FLAWLESSLY kills 2/3 Pike... but also fails his promotion boards.
Elite Gallic Swordsman Josie Wales kills 4/4 TNT Horseman TimBently. Gallic Swordman now 4/5. Sorry Tim.
TNT Pikeman Lagmar is now 1/4. He will be permitted to live - this time.

I skip 5 healthy MDI at the end of the turn.

Builds due next:
Simpleton>Longbow
Dunderhead>Longbow
Jesterton>Library
SKWTD>Pike
Polecat>Pike
Notthefullshilling>Galley
Senilityville>Walls
Fortress of Stupidity>Trebuchet
Malice>Harbor <----- We get Ivory connected next turn!

Take Research to 40%, Gunpowder in 8 at +123gpt. At the end of the turn, Bede chops a forest into Village d'Idiota for 10 shields to the market there.
 
Great! When can we advance? :D
 
Crakie said:
Great! When can we advance? :D
Just as soon as your in-game worker self finishes some roads. :p
 
scoutsout said:
TNT has advanced troops on Spite. Eight Pikemen and a horse. That's the dangdest excuse for a Stack o' Doom I think I've ever seen. What are they gonna do with that?

<snip>TNT Pikeman Lagmar is now 1/4. He will be permitted to live - this time.
And then there was one.... That's really gotta hurt them. Great battle, Scout!!! :clap:
 
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